Food and supplies are not guarded, although the slaves are, usually by ogres assisted by trolls. Occasionally the ogres will feed one slave to the trolls to keep the other slaves in line. 3. The Palace District: The region closest to the market and the sacred square was home to Nexals nobility, its priests, and its scholars. Now the district is little more than a field of rubble; massive desolation extends from the square to the outlying areas. Thus, any who approach the sacred square will be spotted well in advance of their arrival unless they are protected by darkness or magic. 4. The Army Camps: There are three army camps on the island, each commanded by an associate of Hoxitl. These monstrous commanders appear as stone giants with beast heads: vulture, jaguar, and shark. Each encampment numbers a thousand creatures, mostly orcs with ogre commanders and a few troll associates. Beast Leaders: Int High; AL LE; AC 2; MV 12; HD 14; hp 79 each; THAC0 7; #AT 1; Damage 1-8 +8 or 2-12 +8 (great golden maces); SA Spells as 12th level priests of Zaltec, regenerate as Trolls; SZ H (18' tall); ML 20 The army commanders are charged with protecting the city from invaders, in particular from Cordell and his foreigners. Hoxitl recognizes that there are many expatriate Amnites and other Realmsians in his cities, and he plans to wipe out all the humans. Hoxitls other great desire is to acquire large numbers of steel weapons for his warriors. Some weapons are smuggled in, or looted from the bodies of the dead, but Hoxitl lacks enough swords, metal-tipped arrows, and armor to equip his forces to battle the humans. For that he needs the ability to forge steel, a skill which has so far been denied him. He assumes that steel-making is magical to some degree, and he targets wizards for capture and torture in his quest to learn the true secret. 5. The Wreckage: The rest of Nexal is a hodgepodge of collapsed buildings and overturned stonework. The city has been stripped bare and abandoned. Only a few outcast orcs live in the barren. 6. The Lake of the Gods: The Lake of the Gods has become a foul-smelling, shallow, brackish pool. Aside from some bottom-feeders, it also supports a small colony of freshwater scrags (water trolls), one dozen in all. The scrags protect the island from aquatic assault Scrags: Int Low; AL CE; AC 3; MV 3 SW 15; HD 5 +5; hp 30 each; THAC0 15; #AT 3; Damage 2-5/2-5/3-12; SZ L; ML 14 Random Encounters in Nexal Any random encounters in Nexal will be with a patrol of ten orcs led by an ogre (a 1 in 6 chance each turn). They challenge all unsupervised strangers (those not controlled by an ogre or higher-ranked creature), and attack all uncaptured humans on sight. Ogre: Int Low; AL NE; AC 5; MV 9; HD 4 + 1; hp 25; THAC0 17; #AT 1; Damage 1-10; SZ L; ML 11 Orcs: Int Average; AL LE; AC 10; MV 12; HD 1; hp 3 each; THAC0 19; #AT 1; Damage 1-8; SZ M; ML 11 4 9
Set Encounters In the Nexal Valley Encounter 1. The Contact This encounter occurs if Ironspike is still with the party. He leads the PCs to the human quarter, and asks for directions to a bar called The Deaths Head. He brings his keg of rum, if it has made the trip. The Death's Head isnt much of a bar. A toppled monument serves as the counter, and at low tables are assorted humans who smoke and drink somberly. A sunburned Realmsman tends the bar. Ironspike strides over to the man, Im looking for a man named Millos. He runs this place." The Realmsman spits, and says, Not any more he dont." Ironspike tilts his head. And where can I find him now? Another look. Another spit. You can find whats left of him in the Palace of Skulls on Nexal. They killed him two weeks back." Ironspike is surprised; he didnt expect his contact to die before he arrived. Everyone sits, and several drinkers nearby leave, steering clear of the party. (They are going to fetch the guard.) Ironspike says that Millos had information for him. The barkeep, Hanovar of Ruathym, knows something about itfor a price. The DM should let the players handle the haggling. The barkeep is tight-lipped and cryptic until hes bought off. (Might be I know a bit. Maybe not. Millos knew, and they ripped his heart out.") Hanovar wants the rum, if possible, plus two gold quills or the equivalent. If the rum is gone, hell settle for three gold quills. Hanovar knows Millos found out something about the cloak. (He refers to it only as a certain item.") Didnt tell me. But he told a group of cat-men who showed up. First time anyone seen the cat-men in Azatl! Millos got gold but the cat-men got nailed by the orcs. The cats must have let out something about Millos. Orcs came for him, and they sacrificed him." Hanovar knows one of the tabaxi survived and was taken by Michitl, and held in Tezats pens. Be sold at auction, then probably killed, night after this." After Hanovar spills his guts, he 50
looks up to the door of his bar and his face goes white. In the doorway is an ogre with ten orcs. The ogre points at the barkeep and snarls in Nexalan, Kill them all." Hanovar: Int Low; AL N; AC 10; MV 9; HD 2; hp 12; THAC0 19; #AT 1; Damage 1-4 (obsidian knife); SZ M; ML 11 Ogre: Int Low; AL NE; AC 5; MV 9; HD 4 + 1; hp 15; THAC0 17; #AT 1; Damage 1-10; SZ L; ML 17 Orcs: Int Average; AL LE; AC 8; MV 12; HD 1; hp 3 each; THAC0 19; #AT 1; Damage 1-8; SZ M; ML 13 The other patrons in the bar will avoid the fight. If the DM needs to even the odds, add 1-4 human fighters to balance the mix. Hanovar and Ironspike will fight for their lives. Hasoctl will dive for the floor and deny everything. Battle is to the death, and the orcs will not retreat while the ogre lives. If the ogre captain dies, there will be no further pursuit. If the ogre escapes, every patrol in Azatl will be hostile. If the heroes defeat this patrol, Hanovar or another patron will get them to a healer (not a priest, but someone with healing skills). The hubbub will die down. Go next to Encounter 4. Encounter 2: The Source Run this encounter only if the PCs arrive in Azatl with Hasoctl but not Ironspike. Hasoctl will be very nervous about the Viperhand orcs everywhere, and he will advise seeking out humans in the market. The market of Azatl is no threat to the grand market of Ulatos. An expanse of broken stone, it has just a few stalls around the perimeter. The wares displayed will not turn any heads, but there seems to be a brisk trade. Hasoctl suddenly shouts Aha! and strides over to an ancient, worn merchant, smiling broadly like hes long-lost kin. They begin to converse rapidly in Payit. The old man is Golotl the Merchant, a native of Ulatos, a thief of modest ability, and an old friend of Hasoctl. Hasoctl and Golotl make casual conversation, and when Golotl finally asks Hasoctl his business in the area, Hasoctl says the group is on a mission for a mutual friend Caxal, to recover the Cloak of One Plume. Golotl hisses him quiet. Speak not of that in the open. I have a small home along the south wall, marked with a red banner by the door. Come after the moon rises and I can tell you what you need. Bring money." Golotl will say no more. If the PCs follow Golotl, they will see him talk to many other merchants, using a number of languages, then wearily retire to his hut at days end. Talking to the merchants, he tells others to meet him later at his home also. Golotls hut is just two rooms along the south wall of the human quarter. A wooden barricade covers a hole in the wall leading outside. This is Golotls escape route. On the PCs arrival, Golotl asks a modest fee (a gold quill) and tells his tale, a tale bought and sold among the merchants. A rumor floats that many of the magical items of ancient Nexal survived the Night of Wailing. The Cloak of One Plume was said to have been rescued and hidden by priests of Azul, who died rather than reveal the cloaks hiding place. Many a looter hopes to find the magical cloak in the ruins. 5 1
About two weeks ago a group of tabaxi, true jaguar-men, arrived in the city, creating a stir because they had not been seen since long before the citys fall. Claiming they were emissaries sent by their lords to recover the Cloak of One Plume, they said they knew where the cloak lay. But the tabaxi were captured and killed by Jeordos servants, and Hoxitl never even learned they had come. But one of the tabaxi escaped and survived, only to be captured by the jagre-chieftain Michitl. Michitl cared nothing for the legend. He would embarrass his rival Jeordos for 52 losing the prisoner, and make a good profit selling the captive. This tabaxi, named Chioptl, is being held in the pens in Tezat, awaiting sale at moonrise the next night. Your answer is there, Golotl ends. As Golotl speaks, from outside comes the sound of sandals on dirt. Turning, the characters see a large Realmsian human standing in the doorway with a steel sword drawn. He is flanked by two Nexala. Golotl shrugs, backing off and explaining, In Azatl, everything is for sale." The Realmsian leader is Candoria, a 4th level fighter, accompanied by two second-level thieves. Candoria is wearing chain mail. Their orders are to prevent others from finding out about the tabaxis potential knowledge, so that their client can more easily buy the cat-man. Candoria: Int Average; AL CE; AC 5 (chain mail); MV 12; HD 4; hp 25; THAC0 17; #AT 1; Damage 1-18; SZ M; ML 15 Thieves: Int Low; AL CE; AC 10; MV 12; HD 2; hp 7 each; THAC0 20; #AT 1; Damage 1-8; SZ M; ML 11 Candoria has been ordered to leave no one alive, including Golotl. He offers no quarter and expects none. The thieves are Candorias hirelings; they will not retreat while he lives. If the attackers are slain, it is nothing special in Azatl. If the thieves flee, their tale is of victims who turned the tables on their foes. Golotl will try to bolt out through the wall. If Golotl is spared but cannot flee, he will express surprise that Candoria turned on him. He can help get the party healed by a local priest of Eha. He can give directions to the pens where the tabaxi is kept, but he wont join up. Go next to Encounter 4.
Encounter 3: Into Their Laps Run this encounter if the heroes arrive in the Nexal valley without Hasoctl or Ironspike. The PCs should suspect that the Cloak of One Plume is somewhere in the valley, but not know how Ironspike or Hasoctl planned to locate it. Let them get a handle on things in Azatl, seeing the sights, coming to understand the area. Have a few random encounters, then point them toward the human market. If the DM desires, Maztican-born players may discover Golotl there, allowing a switch to that plotline. Otherwise, the PCs get little except rumors about a number of magical items. If PCs offer in trade a valuable item like a metal sword, magical item, or keg of rum, they will learn that the tabaxi who came to town knew more, but now there are no tabaxi alive. Perhaps they should search the ruins with the other looters... Once the characters are on the move again, run this encounter. Roll as if it were a random encounter, then read the following: You hear the shouts of a battle up aheadyet another brawl, no doubt. But this time, you see someone running away from the din. She is a humanoid jaguar, cat-like in appearance but with the basic form of a human female. She abruptly stops upon seeing you. Her hands are tied behind her, and she wears wooden leg-shackles. She has slipped free from one shackle, but the other drags behind. She looks back towards the sounds of battle, then back at you. Help me, she says in oddly-accented Payit, You will be rewarded if you do." This is Chioptl the Tabaxi, the last survivor of the expedition; she knows where the Cloak of the One Plume is. She was being moved by Michitls forces when Jeordos guards ambushed them, intent on stealing the prisoner to restore their masters damaged reputation. In the confusion, Chioptl managed to escape both groups. No guards are to be seen here on the street. Three rounds after Chioptl comes around the corner, the survivors of the battle (Michitls unit) come after her: four orcs and a wounded ogre leader. If Chioptl is trying to escape alone, or if she is abandoned by the player characters, she will be recaptured. Then the PCs will have to rescue her from the pens (Encounter 4). If the heroes try to help Chioptl escape, she moves at half-speed until the shackle is broken (one round to do so with any weapon). The heroes can try to misdirect the orcs and ogre, or do battle with them. They will receive no further reinforcements. However, once the word gets out that the tabaxi is loose, there will be an increased number of searchers: all encounters in the city will be orc/ogre patrols. Anyone who sees the tabaxi will sell the information to one of the jagre forces. Chioptl recommends that the player characters get clear of the city as soon as possible. Once they get her outside to relative safety, she will tell her tale (see Encounter 5.) Chioptl: Int High; AL CN; AC 6; MV 15; HD 2; hp 16; THAC0 19; #AT 3; Damage 1-3/1-3/1-3; SA Rear claws, 2-5 each; SD Surprise, surprised on a 1; SZ M; ML 12 Ogre: Int Low; AL NE; AC 5; MV 9; HD 4 + 1; hp 10; THAC0 17; #AT 1; Damage 1-10; SZ L; ML 9 53
Orcs: Int Average; AL LE; AC 10; MV 12; HD 1; hp 3 each; THAC0 19; #AT 1; Damage 1-8; SZ M; ML 8 Encounter 4: The Pens of Tezat The PCs will realize that the tabaxi Chioptl holds the key to the quest, and it is likely they must free her from the pens in Tezat. The pens are an open and busy area, even busier at night than in day. The tabaxi is kept in a single building removed about 20 from the street, hidden from the main flow of traffic. A small battle could occur here without anyone noticing. Because the pen is well off the 5 4 beaten path, the heroes must get specific directions to it (such as provided by Golotl), or they must get fairly lucky searching the area (sure to raise suspicion), or they must ask around. A gold quill buys the location of the tabaxis pen, and it also buys silence until dusk. Most buildings in the district are guarded by orcs. The building holding the tabaxi is guarded by a pair of ogres instead, members of Michitls personal guard. Both ogres are dressed in tabards and cloaks of yellow and black, the colors of Michitl, and they carry spears (although they will continue to inflict normal ogre damage). Ogres (2): Int Average; AL LE; AC 5; MV 9; HD 4 + 1; hp 33 each; THAC0 17; #AT 1; Damage 1-10; SZ L; ML 14 The ogres have specific orders that only those showing a medallion with Michitls symbol can see the tabaxi prisoner. Moreover, no one is expected before the auction the next night. They will be suspicious of anyone who attempts to come up and make conversation; they will use their spears to convince such folk to move along. They know they are allowed to eat what they kill. The ogres will fight until one falls, then the other will try to escape to summon more helpgoing through the attackers if need be. From the time he escapes, the adventurers have four rounds before pursuit arrives. The pen door is bolted on the outside. Inside, the tabaxi is hobbled with leg-shackles; her hands are bound behind her. The same circumstances apply for Chioptls escape here as in the previous encounter: all encounters are patrols, all patrols will attack if the tabaxi is obviously with the party, and the patrols will try to kill
everyone except the tabaxi. Away from the city, the tabaxi will talk. Go to Encounter 5. Encounter 4.5: Purchase The PCs may try to buy the tabaxi at the auction. They will face five bidders: one group of ogres, and four brokers for various jagre. Chioptl will sell for 30 gold quills to Durkotl of Tezat. The PCs may outbid Durkotl, but they will be marked by patrols for attack and sacrifice. Encounter 5: Chioptls Tale When the group gets clear of the city (whether it is Tezat or Azatl), Chioptl will demand to be fully freed (assuming she isnt already), offering what she knows in exchange for her freedom. The tale that follows assumes that the player characters have treated her well. She will leave out details (such as clues to the caves location) if she is threatened, and will demand that the players help her recover the Cloak of One Plume. My people are ruled by a wise elder who had a vision in which Qazizio, whom you call Qotal, appeared to him. The god said the twisted humans of Nexal had squandered their heritage, and that our people should travel to Nexal and recover the FeatherBlanket. Two moons have passed since my compatriots and I left to seek the Blanket-made-with-onefeatheryour Cloak of One Plume. The blanket was said to be hidden in the burning earth, in the greatest mountain in the world. The great mountain is riddled with caverns, and the Feather-Blanket is within one of those. The elder told me how to know the cave where the blanket resides, and how to appease its guardian. The great mountain must be Zatal, she finishes, waving at the flaming mountain. Will you aid me in the blankets recovery? Chioptl will be willing to defer the question of ownership of the Cloak of One Plume until after it is recovered. She knows she needs manpower to defeat the creature within, and is willing to bargain now and argue later. She has not told the whole truth, however. The vision that appeared to her village elder was from Tezca, god of fire. Tezca knows the affront Azul, god of rain, has committed hiding the cloak in his volcano, and wants to have it and its guardian removed without letting the cloak fall into the hands of the already-powerful Zaltec. Further, the village elder is a Jaguar Lord, a follower of Azul. If Chioptl returns with the cloak, she will become the Jaguar Lords bride. The cave she seeks is marked by the symbol of the two-headed serpent, and breathes with cool air instead of hot, as do other caves in the flaming mountain. To gain the characters trust, Chioptl will tell the latter bit of information. She knows that the guardian is a rain dragon, which must be slain before the cloak can be recovered. The dragon is young, and can be gulled briefly with offerings of cocoa beans and jade. The PCs may have to reenter the city to acquire these items, risking patrols. If the characters agree, Chioptl will accompany them to recover the Cloak of One Plume. If they attack her she will flee. If possible, she will return later if to ambush them after they have fought the dragon. 55
Fires of Zatal Mount Zatal is the highest mountain in the True World, an active volcano still growing. Unchecked, it will consume the Lake of the Gods and Nexal itself within a century. Lava still flows from its peak and from a vent in the western face (Cavern A). The most recent eruption was prompted by the godsand it may take the intervention of the gods to quiet it again. Inside Mount Zatal are a huge number of chambers and caves formed as lava tubes during eruptions. Many of these are inhabited, although not by creatures who are affected by heat. This adventure mainly deals with one cavern unlike the other caves, but the others must be described briefly because the PCs may explore them. The caverns marked B-E are openings into the heart of Mount Zatal. Cavern A is an opening half-filled with molten lava. Any creature not protected from heat suffers 1-4 points of damage per round if within 10' of the lava. Those immersed in lava suffer 4-24 points unless protected. Similarly, the air in the caves leading from A-E is superheated. Those without natural or magical protection suffer 1-3 points of damage per round in the caves. Unprotected creatures will be well aware of the heat before entering, and most will not even attempt it. The caves are the lairs of fire lizards and fire newts. After 2-8 turns within the cave complex, the explorers will encounter either a group of 2-20 fire newts or a single fire lizard. All will be hostile to interlopers. There may be even more deadly creatures farther in, but the lizards and newts will provide a warm welcome. Fire Lizard (1): Int Animal; AL N; AC 3; MV 9; HD 10; hp 60; THAC0 11; #AT 3; Damage 1-8/1-8/2-16; SA raking claws, fire breath; SD resistance to fire; SZ G; ML 11 Fire Newts: Int Low; AL NE; AC 5; MV 9; HD 2 + 2; hp 7 each; THAC0 19; #AT 1; Damage 1-8 (maca); SA Breathe fire; SD fire resistance; SZ M; ML 11. The fire newts of Mount Zatal do not have giant strider mounts. On the surface of the volcano, there is a lesser chance of facing hostile creatures: a 10% chance per hour of encountering a fire lizard. The creature is not hostile as long as the adventurers do not attack, and they stay out of its cavern. The Odd Cavern Cavern F greatly differs from the others. First, it does not radiate heat; in fact, cool breezes issue from its depths. Second, the smoke streaming from its opening is moist and pleasant, like fog. Last, above the cavern is a carving where a lintel would be above a door. The depiction is of a serpent with a snakes head at one end, a jaguars at the other. Mazticans recognize the symbol of a tlalocoatl, a rain dragon and servant of Azul, god of the rains. Cavern F is the home of a tlalocoatl, the Maztican dragon detailed in the appendix (pg. 63). The tlalocoatl is 80 years old (very young, age category 2). Hokioptl the Tlalocoatl: Int Average; AL LE; AC 2; MV 3 FL 30 (B); HD 8; hp 60; THAC0 XX; #AT 3 + special; Damage 3-24/3-18/2-8; SA Breathe fog (obscure vision) or 56
steam (3-18 +3) or ice crystals (3-18 +3), poison, constrict one opponent; SD waterbreathing, Priest spells; SZ L 12 long; ML 17 The cavern floor slopes down to a wide landing, then continues down to the main lair. On the landing is an altar marked with the symbols of Azul and of the two-headed serpent. Priests of Azul from the Nexal valley make monthly pilgrimages to the lair to leave sacrifices for the rain dragon at this altar. The rain dragon will leave its lower lair to get the sacrifices. Otherwise, it will fight from its burrow if individuals attempt to come beyond the altar uninvited. To take the sacrifices, the dragon will breathe a cloud of normal fog through the cave, obscuring vision. In the narrow confines, individuals will still see the dragon, but only as a grey shape. Chioptl recommends that PCs attack when the creature comes to get the sacrifice. If they surround the creature, the PCs get one free round against it. In combat, the tlalocoatl will bite and constrict, breathing only when it has a clear shot toward the doorway (it does not wish to damage its treasure). If its morale is broken, the dragon will try to flee to its lair, cast two cure light wounds on itself, and wait for the others to follow. If its morale is broken again, it will flee to the lower caves. If it cannot retreat, it will fight to the death. With the death or retreat of the rain dragon, the cavern will no longer be shielded from the heatthe dragons breath weapon is all that had kept the lair habitable. In one turn (ten minutes) the air will become uncomfortably hot. In another turn, the air will become superheated, which causes damage as noted above. The heroes have only that long to load up and get away. In the treasure level, the Cloak of One Plume hangs over the shoulders of a warrior statue. In addition, there are the following: 20 quills of gold 10 copper statuettes of jaguar-spirits (worth 1 gq each) A chain shirt +2 A maca +2 A long sword +1 A scroll containing the Realmsian spells fireball, dimension door, and fear Moreover, the rain dragons upper 5 7
58 body scales are turquoise, worth 1 gq each. There are about 50 of them on the body, but each scale takes a round to remove. All Together Now... Throughout the adventure, many people have expressed a desire for the Cloak of One Plume. Once they acquire it, the heroes must decide who, if any, should get the cloak. Ironspike wants the cloak for DaNosta. If present, he will take the cloak and use the word of recall stick to go immediately to the temple of Helm in Ulatos. The stick will teleport him, the cloak, and anyone hanging onto the cloak. If Ironspike is merely driven off, he will follow the PCs and, after they battle the rain dragon, grab the cloak. Ironspike will try to kill anyone who tries to stop him from giving the cloak to DaNosta. Once he has the cloak in hand, DaNosta will smuggle Ironspike and it onto a boat bound for Amn. Hasoctl wants the cloak for Caxal, to give to Cordell. Hasoctl has a small pluma item hanging around his neck which can send a signal 20 miles. He will activate the signal when the party nears Ulatos. Caxal will send a dozen first-level warriors with bows and arrows to accidentally ventilate the heroes from ambush (including Hasoctl, to his surprise). Then the warriors will take the cloak to Caxal. If Hasoctl was only driven off, he will return to Ulatos in disgrace, nursing a grudge against the PCs but taking no other action. Drakosa, who first hired the characters, will honor his deals as long as he gets the cloak. Drakosa will be honest regardless of the PCs nationalities, but only Realmsians will be invited to the court dinner where Drakosa presents the cloak to Cordell. Caxal will treat fellow Mazticans honestly, but try to cheat newcomers out of the promised rewards. DaNosta will do the reverse, honoring promises to Realmsians, but not to natives. Chioptl will try to take the cloak to gain power with the Jaguar Lord. If she cannot get the PCs to give it to her, she will fight for it, or steal it, and escape using its flight capability. If she convinces the players to come to her village, they will travel to the foot of Mount Pulloq, and enter a village of about 12 tabaxi led by a Jaguar Lord. The Jaguar Lord will take the cloak and reward the PCs by letting them live. Getting Home Even allowing for a quick return using the wand with the word of recall, the players may have a long walk back. The DM should roll for random encounters, but the first Native encounter should be a merchant caravan of about 50 bearers. Traveling with caravans is less risky: encounters occur only on 1 in 8. However, the PCs should hide the cloak to foil thieves. Finally, the PCs may decide that they are the ones to keep the cloak. This is a viable option, and the players can command the respect of many native Mazticans with it. However, Helmsport-Ulatos will become dangerous, since Drakosa, DaNosta, and Caxal will all want to punish them for violating their trust. Once word gets out about the cloak, Hoxitl will also want it, as a symbol of his domination, and his agents will come after it. If the heroes keep the cloak, their lives will become much more interesting.
Appendices The NPC Minders Kuri Ironspike 5th Level Fighter, Native of Amn Armor Class: 4 (chain & dexterity bonus) Move: 12 Hit Points: 48 No. of Attacks: 1 Damage/Attack: 1-8/1-12 (sword) or 1-6/1-8 (spear) (both +1 to hit and damage) Special Attacks: None Special Defenses: Word of Recall Magic Resistance: Standard Size: M (6'1") Alignment: NE S I W D CH CN 17 14 10 15 10 12 Kuri Ironspike is an Amnite warrior in the service of Lord Drakosa, but secretly working for Captain DaNosta of Helmsport. He is a tall, broad native of the Realms with short black hair, and a stubby beard and moustache. He normally wears chain mail in the field, but occasionally half-plate when on official business for His Lordship. Ironspike is an adventurer who cut his teeth fighting wyverns and gnolls in the Snowflake Mountains, and takes that sensibility when adventuring in the True World. Every situation is a potential trap, and every creature a potential danger. His way of handling danger is to hit it before it hits him. He sees himself as an excellent tactician, and will bellow orders to others in battle, expecting them to snap to and follow them without question. Ironspike believes the native population of Maztica are, at best, children in need of leadership from the civilized races and, at worst, savages little better than orcs. He deals with natives by speaking commonspeech loudly and slowly to make himself clear. He understands Payit, but does not let on. Ironspike knows that the cloak exists, but does not know its location. He knows that Millos, proprietor of the Death's Head Tavern in Azatl, does have this information. Ironspike will tell the party they must visit Azatl first, but he will not mention the Death's Head. In addition to his listed equipment and armor, Ironspike carries a small keg of rum to bribe his contact Millos in Azatl, and a wand enchanted with a word of recall spell. When the wand is snapped, the holder (and those hanging on) are teleported immediately back to the temple of Helm in Ulatos. If Ironspike gets the cloak, he will turn it over to DaNosta and then attempt to leave Maztica. Hasoctl 2nd Level Fighter, native of Payit Armor class: 6 (dexterity bonus) Move: 12 Hit Points: 16 No. of Attacks: 1 Damage/Attack: 1-8/1-6 (maca), 1-4/1-3 (knife) Special Attacks: None Special Defenses: Pluma item Magic Resistance: Standard Size: M (5 6) Alignment: N S I W D CH CN 13 14 10 18 12 14 Hasoctl is a weaselly little man, 5 9
6 0 who owes most of what he has to his connections, particularly to his great-uncle Caxal, the Revered Counselor of Ulatos. He is slender and slightly stooped, and always worried about something: his health, his wealth, the respect of others, the place of the gods in the universe, etc. He considers himself a practical philosopher, particularly dealing with others. He is also a coward. His tactics in battle are to flee in terror, or drop to the ground and hope he is ignored. He will not sell out friends and allies but, by the same token, he will not fight for them either. Only when his own life is endangered will he act. In addition to the weapons noted above, Hasoctl carries a pluma talisman given him by his great uncle. The talisman can be used once, and then disappears afterwards. If they are within 20 miles of each other, the talisman will warn Caxal that Hasoctl is coming. Caxal has no real love for his grasping, greedy, grand-nephew, but he tolerates him for the sake of family ties. Hasoctl knows that the cloak exists, and a clue to its whereabouts lies in Azatl. He does not know Ironspikes contact. If Hasoctl acquires the cloak, he will try to get it to Caxal. Caxal tells everyone he will keep it for the people, but he will really give it to Cordell to curry favor with the governor-general. The Cloak of the One Plume The cloak is a great item of pluma-magic, apparently crafted of a single great multi-colored feather. Worn as a cape, it gives its user a number of unique abilities. The chief ability of the cloak is to enhance ones charisma and leadership. It raises the users charisma to 18, and allows that individual to function as if using the 2nd level priest spell enthrall. For BATTLESYSTEM rules, the command radius of a cloak-user is doubled. This ability only functions for natives of Maztica, those born in the True World. The cloak can also function as a fly spell, but only with a movement of 3 and MC of A, once per day. The cloak also provides fire resistance as with the ring of the same name. This protection can extend to not only the wearer, but one other covered by the cloak. These abilities may be used by anyone wearing the cloak, regardless of birthplace. Following the destruction of Nexal and re-eruption of Mount Zatal, the cloak was believed destroyed. However, it was saved from destruction by certain priests of Azul, who hid it in a cave on the side of the volcano. They asked their god for a guardian and a young rain dragon was sent to be that guardian. The priests who hid the garment died soon afterwards, but other priests of Azul maintain regular tribute to the rain dragon, unaware of what he guards.
Ahuizotl CLIMATE/TERRAIN: FREQUENCY: ORGANIZATION: ACTIVITY CYCLE: DIET: INTELLIGENCE: TREASURE: ALIGNMENT: NO. APPEARING: ARMOR CLASS: MOVEMENT: HIT DICE: THAC0: NO. OF ATTACKS: DAMAGE/ATTACK: SPECIAL ATTACKS: Tropical and subtropical waters Very rare Solitary Any Carnivorous Average (8-10) I, Ux10 Chaotic Neutral 1 (2-5) 2 9, Sw 12 10-12 10 Hit Dice: 11 11-12 Hit Dice: 9 4 1-6/1-6/3-18/2-20 Breath weapon rear claws for 2-5 (1d4 + 1) each SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil SIZE: H (18 long + 9 tail) MORALE: Steady (12) XP VALUE: 10 HD: 9,000 11 HD: 10,000 12 HD: 11,000 Ahuitzotls are dangerous water beasts found in Maztica. They look something like alligators with long, feather-like blue-green scales. Their bodies are perched over comparatively long legs, rather than slung between them like an alligators. They have sharp teeth and long claws, and can breathe both water and air. Combat: When attacked or when hunting, an ahuitzotl rushes into melee combat using its claws and teeth. It may also slap with its long tail for 2d10 damage. When fighting underwater, if an ahuitzotl hits with both front claws, it may follow up that attack with its rear claws for 1d4 +1 damage each. In addition, the ahuitzotl has a much-feared breath weapon which it may use three times per day. If in danger (or simply on a rampage), an ahuitzotl will forego other attacks to spit a stream of water 15 long and 5 wide. It does 1d6 damage to anyone it hits. The water stream then becomes animate, with most of the abilities of a water weird (Monstrous Compendium Volume 2). The weird has 3 + 3 Hit Dice, AC 4, movement 12, and hit points equal to 1/3 of the ahuitzotls (round up). It attacks as a 6- Hit Die monster (THAC0 15), and victims may be pulled into the water to drown (save vs. paralyzation each round or die). It attacks once per round and may affect only one victim at a time. It is directed mentally by the ahuitzotl. This animated breath weapon can be slain by a purify water spell. Cold-based attacks slow the water weird, and fire-based attacks do half or no damage, depending on the creatures saving throw (made at the ahuitzotls level). Although it takes only 1 point of damage from sharp weapons, the weird will not re-form if reduced to 0 hit points-in such an event, it becomes a large puddle of ordinary water. Slayers earn 420 xp for killing the breathweird. These weirds may not usurp control of water elementals. They stay animate for only 5d4 rounds, even if the ahuitzotl is slain before this time expires. If the battle is going badly, the ahuitzotl may seek to escape while the weirds cover its retreat. Habitat/Society: Ahuitzotls are able to breathe air but greatly prefer staying in water. They may make lairs in any body of water, although they prefer fresh water and will most often be found in a cetay (a water-filled sinkhole). An ahuitzotl that lives in a cetay will often menace local natives until they appease him by dumping treasure, art objects, and food (preferably living animals) into the cetay. If an ahuitzotl must raid natives several times before they get the message, it may acquire a taste for human flesh, demanding that as well. Fortunately, ahuitzotls seem to be dying out, and they demand regular sacrifice in only a few places. Although normally solitary, a male and a female come together briefly to mate and raise young. The female lays 1d4 eggs about 2 weeks after mating, and they hatch in about 12 weeks. The parents jealously guard the eggs and young, often trying to build a small hoard for them. Predators, and parents irritated past endurance, usually account for the fact that rarely do more than one or two offspring reach maturity. Newly hatched young have five hit dice and attack for 1d3/1d3/ 3d3/1d10. They achieve full growth in one year. Ahuitzotl mates seldom stay together after their offspring reach the end of their first year. They tend to argue and fight terrible battles with one another. Ecology: Ahuitzotls are one of the most feared aquatic predators, and they have few natural enemies. Alligators and crocodiles, which often compete for the same territory, are seldom a match for an ahuitzotls intelligence and strength. Ahuitzotl treasure should be converted to Maztican values. When coins are indicated using the above treasure types, substitute coral buds. Ahuitzotl scales may be fashioned into decorative armor that protects as scale mail.
Tabaxi CLIMATE/TERRAIN: FREQUENCY: ORGANIZATION: ACTIVITY CYCLE: DIET: INTELLIGENCE: TREASURE: ALIGNMENT: NO. APPEARING: ARMOR CLASS: MOVEMENT: HIT DICE: THAC0: NO. OF ATTACKS: DAMAGE/ATTACK: Tabaxi Jaguar Lord Tropical and subtropical jungles Rare Very rare Clan Clan or solitary Any Nocturnal Carnivorous Carnivorous Average to Highly Highly to Genius (8-14) (13-18) U U Chaotic Neutral Chaotic Evil 2-8 1 6 3 15 15 2 8 19 13 3 3 1-3/1-3/1-3 or 1-4/1-4/1-10 by weapon SPECIAL ATTACKS: Rear claws, 2-5 (1d4 + 1) each SPECIAL DEFENSES: Surprise, surprised only on a 1 MAGIC RESISTANCE: Nil SIZE: M (6-7 tall) MORALE: Steady (11-12) XP VALUE: 420 Clan leader 975 Shaman, 3rd 975 Shaman, 5th 3,000 Magic use, rear claws 2-7 (1d6 + 1) each Surprise, surprised only on a 1 Nil L (10-12 long) Average (8-10) 5,000 Also known as jaguar-people, tabaxi have spotted coats ranging in color from light yellow to brownish red. These graceful feline humanoids are tall and slender, with retractable claws, and eyes of green or yellow. Combat: Tabaxi are extraordinary hunters, combining their quick, stealthy movements with their natural camouflage to surprise most prey. Opponents suffer a -2 to surprise rolls. Tabaxi often use weapons of wood, bone, and stone, including bolas, slings, macas, and javelins with atlatl. They are as likely to use claws and teeth as any weapon. If both forepaws hit, a tabaxi may rake with its rear claws. A group met in the wild will include a Hunt Leader with maximum hit points, and may (50% chance) include a 3rdlevel shaman (priest) with appropriate Hit Dice and spells. Tabaxi are clever and organized in combat, often driving prey into an ambush. They may, though, decide to play with wounded prey for a time before closing for the kill. The jaguar-people climb and swim, and use those abilities to advantage over their enemies. Because of their cleverness and acute sense of smell, the chance of trapping tabaxi is practically nil. Habitat/Society: Tabaxi clans contain equal numbers of males and females, and a full clan will have 2-7 Hunts of 2-8 individuals. The Hunts work the area around the clan lair. Sometimes the lair is temporary, but it is often a small village of ramadas, constructions of grass roofs supported by tall poles, with no walls. In a lair, 3-12 young with 1 Hit Die will be found. An elder with 4 Hit Dice acts as clan leader, and 50% of the leaders are aided by a 5th-level shaman. A clan also has a 10% chance of owing allegiance to a Jaguar Lord. A 5th-level shaman of Zaltec will always be present in a clan of this type. Shamans of other clans worship Tezca, Nula, or (rarely) Azul. Tabaxi are very reclusive, avoiding other intelligent beings who often mistake them for chacs, the jaguar-spirits who help control the rains. Clans also tend to avoid other clans. Tabaxi will not engage in trade, which they consider demeaning, but they may have agents who trade for them in rare instances. The jaguar-people speak their own language, an ancient form of the Payit tongue. Modern Payit-speakers who realize what they are hearing will understand about 50% of what is said. Ecology: Tabaxi have few natural enemies. For food, they prefer the boar-like peccaries and huge rodents called capybaras; only a very degenerate clan will attack members of another intelligent species for food. They are sometimes hunted for their pelts, worth up to 50gq each. Their skins and claws are useful to hishnashapers as strength enhancers. Jaguar Lord A Jaguar Lord appears as a huge jaguar with an evil disposition. They are among the supreme residents of the jungle. They are intelligent, and speak tabaxi and any languages commonly used by nearby societies. The antithesis of the couatls, Jaguar Lords hate them (a feeling that is mutual) and attack on sight. These cunning creatures will use trickery, ambush, allies, and spells to weaken foes before closing for combat. Some 55% can wield magic as 7th level hishnashapers, while 40% are 7th level priests of Zaltec. Five percent are both hishnashaper and priest. In addition, they can use the following powers at will: detect good/evil, detect invisibility, bind, and hypnotism. The bravest and cruelest Jaguar Lords can also use dimension door. Jaguar Lords are closely related to tabaxi, perhaps a blessed (or cursed) version. All Jaguar Lords are male, and must take a tabaxi mate to produce offspring (always a male Jaguar Lord). Although usually solitary, a Jaguar Lord will sometimes take leadership of a tabaxi clan for the purpose of mating and insuring offspring. Some choose to stay with a clan even after the offspring is born and sent off to make its way in the jungle.
Dragon, Maztican (Tlalocoatl, Rain Dragon) CLIMATE/TERRAIN: Tropical clouds and mountain caves FREQUENCY: Very rare ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Special INTELLIGENCE: Average (8-10) TREASURE: Special ALIGNMENT: Lawful evil NO. APPEARING: 1 ARMOR CLASS: 0 (base) MOVEMENT: 3, Fl 30 (B) HIT DICE: 12 (base) THAC0: 7 (base) NO. OF ATTACKS: 3 + special DAMAGE/ATTACK: 3-24/3-18/2-8 SPECIAL ATTACKS: Special SPECIAL DEFENSES: Variable MAGIC RESISTANCE: Variable SIZE: G (30' base) MORALE: Fanatic (17 base) XP VALUE: Variable Also called rain serpents, tlalocoatls are limbless and serpentine, with a head at each end. One head is snake-like; the other resembles a reptilian jaguar head. A tlalocoatl is bluish in color, ranging from sky blue on its underside to turquoise blue on top. Tlalocoatls help dispense rain in Maztica. They will aid an arid area with moisture if properly appeased, but they sometimes act capriciously, causing floods or allowing droughts. They have the standard dragon characteristics, except for age categories, maneuverability class, and attacks, as noted herein. Combat: Tlalocoatls fly using natural magical ability and are more maneuverable than most other dragons. They prefer to use spells and special abilities before melee. In melee, they may bite once per head, constrict, snatch (using a mouth), or plummet, but may not use other special dragon attack forms. The fanged snake head bites for 3d6 points of damage and injects poison, against which victims must make a saving throw or die. The jaguar head does 3d8 points of damage. A constriction attack causes 2d4 points of damage per round until the victim or the dragon is slain. A tlalocoatl can constrict one victim for each 8 of body length. Breath Weapon/Special Abilities: A tlalocoatl has two breath weapons, each usable once every three rounds. The jaguar head breathes a cloud of water vapor 90 long, 30 wide, and 30 high. The cloud may be scalding steam, doing damage as indicated above, or cool fog which does no damage. Either form lasts for 1d4 + 4 rounds, obscuring vision as does normal darkness. The serpent head breathes a cone of ice crystals 75 long, 5 wide at the mouth, and 25' wide at the base. Damage indicated is caused half by cold and half by abrasion. If used together, the breath weapons cause normal damage, then cause rain, making as much water as a create water cast by the dragon. The rain continues for one round per four gallons of water. Creatures take 1d4 points of drowning damage for each round they stay within the storm, which has the same dimensions as the original vapor cloud. A tlalocoatl casts spells and uses magical abilities at 5th level plus its combat modifier. Rain dragons are immune to Age 1 (0-51 yrs) 2 (52-103) 3 (104-155) 4 (156-207) 5 (208-259) 6 (260-311) 7 (312-363) 8 (364-415) 9 (416-467) 10 (468-519) 11 (520-571) 12 (572-675) Body Lgt. (') 5-8 9-12 13-16 17-20 21-24 25-28 29-32 33-36 37-40 41-44 45-48 49-52 AC Breath Weapon 3 2d6+2 2 3d6+3 1 4d6+4 0 5d6+5 -1 6d6+6 -2 7d6+7 -3 8d6+8 -4 9d6+9 -5 10d6+10 -6 lld6+11 -7 12d6+12 -8 13d6+13 Priest Spells MR 1 20% 2 25% 2 1 30% 3 1 35% 3 2 40% 3 2 1 45% 3 3 1 50% 3 3 2 55% 3 3 2 1 60% 3 3 3 1 65% 3 3 3 2 70% 3 3 3 2 1 75% Treas. Type Nil Nil Nil B B B B, U B, U B, U Bx2, U Bx2, U Bx2, U, Yx2 XP Value 10,000 12,000 14,000 17,000 18,000 20,000 21,000 22,000 23,000 24,000 25,000 26,000
Dragon, Maztican (Tlalocoatl, Rain Dragon) electricity and cold. As they age, they gain the following additional powers: Very young: water breathing three times a day. Young: obscurement twice a day. Juvenile: solid fog twice a day. Adult: call lightning twice a day. Mature adult: transmute water to dust twice a day. Old: weather summoning twice a day. Very old: transmute rock to mud once a day. Venerable: control weather once a day. Habitat/Society: Rain serpents lair in caves in cloudshrouded mountains, sometimes accompanied by chacs (jaguar-like rain spirits). Every tlalocoatl is a priest of Azul, and is both male and female, producing offspring when Azul gives permission. Many die young because they mature so slowly. However, they age rapidly in later years. They have a maximum age of 676 years. Ecology: Tlalocoatls are not as greedy as other dragons, but they do collect treasure. Substitute Maztican valuables for coinage: cocoa beans for copper pieces, copper blades for silver pieces, coral buds for electrum, jade or turquoise for gold, and quills of gold dust for platinum. Magical items will also be Maztican. Tlalocoatls are especially fond of cocoa beans, turquoise, and jade, which they consume. They also drink a great deal of water, possibly increasing the dangers of a local drought. They are fond of meat, particularly that of young animals or human children. The scales from the tops of their bodies are beautiful turquoise, worth up to 1 gq each. A skilled craftsman can shape them like rock, but they are as tough as metal. Weapons made with the scales do not break like bone or stone weapons.